top of page


UNDISPUTED
FIGHTER RATINGS PROJECT

The writeup below was done last summer before more details came out about the game. This project is still planned but delayed, as the development company, Steel City Interactive, has indicated fighter creation and any discussion of their ratings system are not happening anytime soon, with their focus on the game being playable online as a head to head game more than things that suit a solo player, though those things are coming. I get into that in the top video at right...the second is about the project itself and how I am going about it once it resumes.

On Jan. 12 Steel City announced that Undisputed will be available for early access at the end of January. At that point I will hopefully be able to play the game and get an idea for how different ratings work, strengths and weaknesses of the game, etc., so I can further adjust ratings. But without that, I had done as much as I could to develop the system to rate fighters as I could without the game in hand.

Check back here and on the Facebook page for updates about this project.


This is a first look at the Legends Sports Universe Fighter Ratings Project for the upcoming UNDISPUTED boxing game, former (eSports Boxing Club).

 

This project began as the Title Bout to Fight Night Champion conversion project, an effort to convert ratings from the classic Title Bout board and PC game to Fight Night Champion for the sake of providing an accurate, visual representation of boxing. However, when EA Sports took down the boxer share servers, that effectively killed that project.

Over the past six weeks or so I’ve been refining that project to adapt to the upcoming eSports Boxing Club game.

I posted a very lengthy video that went in-depth to the ratings process about a month ago, though it’s gotten more detailed - and accurate - since that point. On July 22, I posted a video detailing the 25 Heavyweights I just completed, and I get into the process a bit there as well. But I realize some just want to see the ratings and not spend an hour knowing about the process. I've since posted 25 middleweights as well. Both of those videos are on the right of this page.

​

A few things I need to point out regarding the project.

 

  1. These are NOT official and I do not hold any official capacity for Steel City Interactive. While I appreciate the number of people who’ve said I should be involved and the support I’ve gotten for this project, it’s super important to note that I am not working for Steel City Interactive. I’m just a modder and lover of the sport and sports history eager to develop a cool project for a game with a ton of promise.

  2. I have not played the game. And the developers haven’t given much detail on ratings, and zero detail on traits, tendencies, strategies, etc. a fighter can implement. As such, this is ALL preliminary and based on my making certain assumptions as to how some ratings will work. Every fighter here will need to be adjusted in some fashion as boxers are able to be tested.

  3. This project right now is FORMULA BASED…meaning I am focused on developing a ratings formula where I can plug in ratings from the great Title Bout game as well as real-life fight data and punch stats and it will yield ratings that are accurate on the whole. Boxing can’t be perfected formulawise. It’s too nuanced. But by creating a foundation that gets everybody close to where they should be, it will make the process of honing these fighters much easier once the game is actually released and they can be tested. 

  4. Because I’m testing the formulas at this point NONE of the ratings here have personal bias to them. Everything here is what the formula spit out. The reason for that is I’m really trying to see if there’s a trend in any area where I’m off the mark (i.e are all punch speeds a bit too high, etc.). In a formula setup there will ALWAYS be guys who don’t fit the formula in one way or another, who have a certain rating that needs adjusting (Floyd Patterson’s speed, for example, comes out too low in the formula). I did this batch of 25 heavyweights because I wanted guys in the same class together. It may be possible that the formula is spot on for heavyweights but will perhaps overrate power for Welterweights or something like that. So rating guys in the same class together makes it easier to catch stuff like that.

  5. Lastly, I rate fighters relative to their era. What does this mean? It means that, although the overwhelming majority of contending heavyweights over the last 40 years probably hit harder than Joe Louis, Louis’ extremely impressive KO rate yields an elite power rating. Modern fighters are bigger, faster, stronger, better trained…but as I deal with fighters throughout history I have no desire to shortchange older fighters. Rating everyone relative to their peers to a degree ensures keeping history’s great fighters at the top of their game.

bottom of page